Fixes some other missing textures I'd missed. Perhaps, next time I should take into account whether I'd be submitting a map to the Mega Project before starting it in Ultimate Doom. Honestly, I think I was too focused on working on my map to realize my mistake. It happens. :P

Description
Level name : Incarnate
Author(s) : Netherstorm
File Size: 898 KB
Build time : 5 days (I built on this wad 6 months ago, but never got it finished before)
Editor(s) used : Doom Builder 2, SLADE, XWE
Source Port: Doom II (ZDoom Compatible)
Playing Time: 11-13 minutes
Music track : E1M2 midi, MAP16 midi from Dwango 12.wad, random vg midi
Playtesting : I took a long time touching up on anything that was bugged or any HOM effects showing, ect.
Bugs : Near the beginning of the map, one of the scripts may not execute which then the player cannot continue the map, if this happens just restart the game and then it should work! Spider-mastermind corpse may float in mid air after death, snake imps in sewers may skid on the platforms after death, if you don't collect the red key in the sewers (which is stupid of you if you didn't) you cannot continue with the map if you teleported back to starting area because you can't go back to the sewers.
Inspiration : My imagination!
Author's Note : MAPINFO included for sky texture. Only one custom monster added into this which is 'Snake Imp', thus this wad also includes a DECORATE lump and a GLDEFS lump.

However, maybe you should rework the final area because these trees are quite anoying especially if you are running around with a rocket launcher.

Also, why do you put a soulsphere and a megasphere if they aren't accessible (unless I missed something...), is it just to troll the player or something? I did not need them or anything although maybe a soulsphere would have been nice since my health was quite low (I had to fight the cyberdemon with like 45-50% health, yet again I played this on UV).

Other than that, it was an ok map, just a few missaligned textures here and there but nothing big.

Music track : Custom
Playtesting : Nope
Bugs : Probably
Inspiration : The Exorcist
Author's comments : You are the little girl from The Exorcist. Ten years after being Exorcised, Pazuzu has come back to get revenge on you...and the world. You wake up one morning to find the world converted into a nightmare-ish hell and your house completely unrecognizable.

Enjoyed playing a few of these levels, so far! I like to play first on a wimpy skill level and then try UV later, so Green Hell turned me off a little by having 800 enemies on Hey, Not Too Rough, lol. enjoyed pcorf's map quite a lot.

Actually, I noticed not all the submitted wads were using custom music, just thought I'd ask whether any of the authors would accept a piece of general MIDI music written by me to compliment the mood of the level.

Okay, so since I hit the music size limit for Pink & Purple and I don't want to concede the music since it makes up 2/3rds of the map's overall theme and atmosphere, I've actually decided that I'll continue developing it as either a standalone map, or one of my other projects, which will let me put together more of it and give me more time to flesh out its' gigantic layout and give it some more love.

However, I did cook up a speedmap which I feel would be a cool addition to the mega project, so here we go:

Music track: Custom (OGG Vorbis)
Playtesting: To fix ACS scripts.
Bugs: One flat, can't get 100% kills due to a scripting event.
Inspiration: 5in100 (I did say it was finished in 100 minutes, did I not?)
Author's comments: The monsters don't speak your language and you don't know how to speak Demon. That one imp that was pointing at the sky before being crushed by a giant Hello Kitty themed refrigerator did seem somewhat friendly, though, even though you couldn't understand a thing he said. Oh well, just go about your usual business and you'll be fine.

Name and File: Raiders of the Lost Shark
Author: Andrew "Minigunner" Rowlodge
Music: "Pamplona: Running of the Bulls" by... Chris Mead?
Time Built: 2.5 hours total; 3 weeks real-time
Map Type: Limit-Removing (sprites only)
Bugs: None as far as I know.
Additional notes: This is the first map I have completed in over 2 years, and the first vanilla map in over 5. Not that it matters, but I just wanted to throw that out here. :P

Name and File: Technecrosis
Author: Dan "Sgt Dopey" Townsend
Music: Smells Like Burning Corpse from TNT
Time Built: Can't remember
Map Type: Vanilla
Bugs: Don't think so.
Additional notes: I made this map last year sometime and never got around to releasing it

Music: "Riot Squadron", by Jimmy
Playtesting: Changes made only to visuals.
Bugs: Non.
Inspiration: There was probably an inkling somewhere.
Authors Comments: You've just arrived at Superzealand's tertiary oil field in search of former rig worker and confessed shrimp enthusiast Ceasar Wyngarde, now a disgusting tramp of a man who eats out of skips when he's hungry. Apparently he went insane after he fell down a derrick in the nearby oil reserve, and now he's threatening to turn the whole of the satellite into a demonic breeding ground. The demons aren't a problem, of course... but we can't have him pressing charges.

Authors Comments: I followed along with the final mapping session of Tango TV, where the challenge was to make Spider Masterminds effective (something I have dreadfully failed at). While I had most thing placement and all of the layout and architecture complete within the 100 minute mark, I initially went about 30 minutes overtime to fix all of the tags and HOM effects that kept popping up, as well as balance the map and make it playable. After that, I said "fuck it" and spent another hour or so making things look un-shitty and actually playtesting the thing. Then I spent another bit of time adding multiplayer bullshit (even though I never planned on releasing it!) then I remembered this thread exists and other people are using it as the proverbial family fridge to tape their latest pretty crayon drawings to, so I figured I would do the same. That's the end of my story.

If there are monsters on those pillars then it's likely they are stuck in the ceiling on vanilla complevels. This isn't an issue for other ports, just something to note when making vanilla maps in the future.